Inventor CAD data visualization with 3ds Max and Arnold

00:00

[MUSIC PLAYING]

00:03

RAJARSHI RAY: Hello, everyone.

00:05

In this accelerator, we will go through the process

00:07

of visualizing Inventor CAD data in 3ds Max using

00:12

Arnold as a renderer.

00:14

Before we get started, here is a safe harbor statement

00:18

for your reference.

00:27

About me-- myself is Rajarshi Ray.

00:29

I've been working with Autodesk as a senior technical account

00:33

specialist.

00:34

I am a subject matter expert in many products,

00:37

which include Maya, 3ds Max Motion Builder, and Mudbox.

00:41

Prior to Autodesk, I was working as a computer graphics

00:45

engineer and technical artist for various animation studios.

00:50

So what is an Autodesk Accelerator?

00:53

So Autodesk Accelerators are designed

00:55

to help your team stay ahead of the curve with the latest

00:59

workflow.

01:00

They include courses, videos, and live coaching, which

01:05

is what we are doing today.

01:07

You can see a full list of topics on the Customer Success

01:11

Hub.

01:13

So what are the learning objectives of this accelerator?

01:17

First, we are going to have a look on the Inventor side,

01:20

where we will prepare our CAD data inside the Inventor.

01:23

And we will also look into the

01:27

to be involved before we bring the Inventor

01:30

file inside the 3ds Max.

01:32

Then we will import the CAD data inside the 3ds Max.

01:35

We'll look into the material side,

01:37

whether we need to use the material converter or not.

01:41

Then we'll look into the light and the staging

01:43

part of Inventor data inside the 3ds Max.

01:46

And then we'll finally render it out using the Arnold.

01:50

Also, we are going to look into the best practices involved

01:53

using the Arnold renderer.

01:56

So overall workflow is preparing your model inside the Inventor.

02:02

Then prepare 3ds Max before importing.

02:06

And then once we bring the Inventor

02:08

file inside the 3ds Max, we will apply the material.

02:11

We will use Material Converter if it is needed.

02:16

We'll do the part of the lighting and staging.

02:19

And then we will start with the Arnold renderer.

02:23

Now, let's start with model preparation

02:25

inside the Inventor.

02:27

All physical materials applied to a model,

02:30

including the default material, have an appearance

02:33

associated with them.

02:35

These appearances can be edited or changed any time

02:39

that you like.

02:40

And it's not only possible to change

02:42

the appearance of a component.

02:44

You can also change the appearance

02:47

of an individual face.

02:50

By selecting a component or the face of a component,

02:54

you can use the pull-down in the Quick Access toolbar

02:58

to change which appearance is being applied to the selected

03:02

entity.

03:03

Inventor comes with three standard libraries

03:06

of appearance built in, the Autodesk Appearance

03:09

Library, Autodesk Material Library,

03:12

and Inventor Material Library.

03:15

If you make modifications to an appearance override

03:19

in the model, that modified appearance

03:21

will also be stored in the model.

03:25

So the Appearance Editor will take you

03:27

to a list of all the appearance overrides currently

03:31

or previously used in the model.

03:34

Below that will be a list of the appearances

03:37

included in the active library.

03:40

Selecting one of these appearance overrides

03:43

and choosing Edit will give you ability

03:46

to modify individual elements of their appearance.

03:50

The options that are available for edit

03:53

are based on the type of material that was selected.

03:56

Types of metals offer different options

03:59

than plastic, glasses, or wood.

04:02

A shortcut pull-down can be found

04:05

in the lower part of the editing dialog that

04:08

will allow you to change which class of material

04:11

you are working with or duplicate the selected material

04:15

as a template for a new one.

04:18

Now, let's start preparing our 3ds Max before we

04:22

import Inventor files into it.

04:25

Let's start choosing the correct workspace.

04:29

The workspace features lets you switch

04:31

really quick among any number of different interface setups.

04:35

It can restore custom arrangement

04:38

of toolbars, menus, viewport, layout, preset, and so on.

04:44

So we will choose a design workspace for our job.

04:49

All we need to do is we need to go to the Workspace Selector.

04:53

And in Workspace dropdown list, we

04:56

can choose the Design Workspace.

04:59

We are going to show it in our next slide.

05:03

Once the 3ds Max is started, it will

05:06

load with default workspace.

05:08

To access the workspace, you go on the right top-hand corner

05:13

and click on this bar here and choose Design Standard.

05:21

Once the Design Standard Workspace is loaded,

05:25

you will see all the relevant tools in the menu.

05:29

Now, let's look into the system unit setup.

05:38

All dimensions are displayed in the new unit.

05:41

Essentially, you are using a new measuring stick.

05:45

No object is change in this process,

05:48

as in the physical world, objects in the scene

05:51

maintain their absolute size, regardless

05:54

of how you measured them.

05:56

It is extremely important to manage

05:58

the unit system in the 3ds Max before importing an Inventor

06:02

file.

06:03

If Inventor data is made in metric--

06:07

also US standard unit system--

06:10

we need to choose a similar unit system inside the 3ds Max.

06:16

Changing system unit value before you import or create

06:20

geometry is always advisable.

06:23

Do not change the system unit in an existing scene.

06:26

Because of the nature of digital floating point calculation,

06:30

distances that are extremely large or extremely small

06:34

can cause a round-off error.

06:36

Here are some guidelines that I would

06:38

like to mention to avoid this problem.

06:41

Make sure your scene is roughly centered around the origin.

06:44

That is 0, 0, 0.

06:47

Round-off corner increases at larger distances

06:50

from the origin.

06:52

Make sure no significant detail in the scene

06:55

is smaller than one generic 3ds Max unit.

06:60

It is extremely important to change the system unit

07:03

before you import your Inventor CAD model.

07:07

To change the system unit, all you need to do

07:10

is go to the Customize.

07:12

Click on the Unit Setup.

07:15

And in Display Unit Scale, all you need to find out

07:19

is what is the system unit or the display unit being

07:23

used in your Inventor file.

07:25

So you should choose either metric or the US standard.

07:30

So once you have chosen the metric system or the US

07:33

standard, you need to go to the system unit setup

07:38

and then calculate what should be the system unit scale.

07:42

Is it one unit, one centimeter?

07:44

Or is it one unit in one meter?

07:50

So accordingly to your choice, you

07:53

should choose the system unit.

07:55

Once it is done, you click OK and then OK.

07:60

I choose a metric.

08:01

And here, I'll choose one unit is one meter.

08:05

So that means that one in grid line is the one meter.

08:09

So that's all calculation purposes.

08:12

Click OK, then another OK.

08:15

You're all set now.

08:17

Let's look at setting up the project folder.

08:20

So the first time you start 3ds Max, the default project folder

08:24

is your local 3ds Max folder.

08:27

The path for this might depend on the operating

08:30

system you're using.

08:32

You can use Set Active Project to specify

08:35

a different location.

08:37

When you set the project folder, 3ds Max automatically

08:41

creates a series of folder within it,

08:44

such as "scene," "render out," and so on.

08:48

Saving or running a file from the browser

08:51

uses this location by default. So using a consistent project

08:56

folder structure among the team members

08:58

is a good practice for both organization

09:00

and sharing the file.

09:02

When you set the project folder, 3ds Max

09:05

might display a warning that some files are not valid.

09:10

If that scene you are working on belongs to the project

09:13

that you have chosen, it is safe to disregard this warning.

09:17

Let's go ahead and check how the project folder

09:21

structure is organized and how you can do that.

09:25

It is extremely important to create your project folder

09:28

before you start working with the 3ds Max.

09:31

So to create your project folder,

09:33

we need to go to the File, Project.

09:37

Create a Default Project.

09:39

So let's click here.

09:43

I'm going to go to my C Folder, C Drive.

09:47

In the C Drive, I have a folder, 3ds Max Project.

09:50

I choose this and create Select Folder.

09:54

Once I have done, all the project

09:56

will be saved inside that project folder.

09:59

And all the corresponding folder structure

10:02

will be created inside this project folder.

10:05

So just to check it, I am opening my browser.

10:11

And if I go to my project folder, as you can see,

10:14

I have created my project folder here.

10:16

All the corresponding required project

10:18

folder has been created inside this project folder.

10:24

So on overall workflow, we have just

10:27

finished preparing our

10:30

Inventor files.

10:31

Now, we will go to 3ds Max to import Inventor file inside

10:35

of it.

10:36

So importing Inventor data into 3ds Max--

10:41

you can import Inventor file as a body object.

10:45

This allows geometry in the SCIS solid format

10:49

to remain in that format while in 3ds Max.

10:52

To output this format, use the SAT Exporter.

10:57

The components of model that you import into 3ds Max

11:01

retain their object naming as assigned in Autodesk Inventor

11:05

and can be brought in either as editable mesh or body object.

11:11

Once imported, we can edit the model

11:14

just as we do on any other type of object we construct.

11:19

So you can apply modifier, alter materials,

11:22

add lighting and cameras, and create an image, and so on.

11:28

Constraint and joint drive and emission inputs to 3ds Max

11:32

are baked key frames.

11:34

You can create high-quality mechanical design animation

11:38

and view it in 3ds Max without having to use 3ds Max

11:42

ICA and the rigging features.

11:45

So there are a few limitations which I'm going to cover here.

11:49

So camera animation paths are not converted in 3ds Max.

11:54

So any animation you have set up in Inventory

11:56

is lost during the import.

11:58

Lighting from the brightness and the ambient setting created

12:02

in the Inventor files are not imported.

12:04

So you have to do it inside the 3ds Max.

12:07

Dragging and the dropping an Inventor file into 3ds Max

12:10

uses the setting last set in the Inventor.

12:14

So File Import dialog with the except for Mesh Resolution,

12:18

which always resets to zero.

12:21

Material side and material assignments

12:24

made to the original Inventor models

12:26

and data retained as you import the geometry

12:30

inside the 3ds Max, materials are imported

12:33

as an architectural material.

12:35

Or if a single object has several materials assigned

12:38

to it, they are imported as a multi/sub-object material.

12:43

To import .ipt and .iam file, you need to go to File, Import,

12:53

and choose the format of Inventor.

12:56

As you can see, Autodesk Inventor .ipt and .iam file--

13:02

and I'm going to choose the DIFF ASSEMBLY.

13:08

And once you click the DIFF ASSEMBLY and check it open,

13:14

the Autodesk Inventor file import option will open.

13:18

And you can import it as a body object

13:21

or you can use it as a mesh.

13:23

So all the body objects, the way it is prepared in the Inventor,

13:29

it will come inside the 3ds Max as it is.

13:32

You can edit the material.

13:34

You can create animation.

13:35

You can add light and cameras.

13:38

And the mesh, it will convert the entire body object

13:41

to the mesh.

13:43

So usually, we choose Body Object.

13:48

And then the default setting-- reference duplicate parts

13:51

to create layer by material.

13:53

And all the layers will be created by the material.

13:57

And if you already have a scene and you

14:01

want to import and merge the model inside the current scene,

14:04

you can choose it.

14:06

And this is very important.

14:08

Import the Inventor material.

14:10

Whatever material has been applied in the Inventor,

14:14

that will be imported inside the 3ds Max, as well.

14:18

And once you choose the mesh, you

14:21

can choose the mesh resolution over here.

14:26

Keeping everything as a default, we're going to hit OK.

14:31

And the import process will start.

14:35

Our model has been imported.

14:37

Once I select this and enlarge the perspective camera,

14:42

you can toggle and see the different parts of this model

14:47

that has been imported.

14:49

And we can go to Tools, Scene Explorer.

14:55

And all the naming convention that is given in the Inventor

14:58

has been preserved here.

15:01

We can enlarge it.

15:02

And you can see the different part of the model

15:04

has been imported.

15:07

Now, in overall workflow model, we

15:10

are going to see the material part in 3ds Max.

15:15

So let's start applying material in 3ds Max.

15:19

Material creates a greater realism in a scene.

15:22

And material describes how an object reflects or transmits

15:27

light.

15:28

Material properties work in hand with light properties,

15:32

shadings, and rendering combining the two,

15:35

simulating how the object would look in a real-world setting.

15:40

The Material Editor provides function

15:42

to create and edit material and map.

15:45

For this case, we use a Slate Material Editor,

15:50

as it is more versatile.

15:53

Once the object is imported, we are

15:55

going to check the material of the imported model.

15:60

So material and material assignment

16:02

made to the original Inventor model and data

16:05

are retained and imported along with the geometry.

16:08

And material are imported as an architectural material.

16:13

Or if a single object has several materials assigned

16:17

to it, they are imported as a multi and sub-object material.

16:21

To see the material, we need to go to the Rendering

16:26

and open the Material Editor.

16:30

We can choose either Compact Material Editor

16:33

or Slate Material Editor.

16:35

So I'm going to choose Slate Material Editor.

16:39

So the Slate Material Editor--

16:42

once you are here, you have to come under the Scene Material.

16:46

So the Scene Material will list all the incoming

16:50

or all the scene material that is already

16:53

present in the scene.

16:56

So I can currently see that aluminum, polished,

17:01

aluminum polished, and the brass satin chrome,

17:06

these are assigned to this model.

17:12

Any time I need more information for those materials,

17:15

I can double-click and zoom in to the Slate Material

17:20

and see those material in detail with all the attributes.

17:25

If I need to change any color or any material

17:29

properties of this model, I need to change it here.

17:34

So now, in overall workflow diagram,

17:37

we will be reviewing the Material Converter.

17:42

Scene Converter allows you to take advantage

17:45

of numerous presets for different renderers,

17:48

such as Arnold or first cloud renderers

17:52

like A360 without tedious manual conversion requirements.

17:57

It is also ideal for users migrating scenes

18:00

to use in real-time gain engine, like 3ds Max

18:05

Interactive, Unity, Unreal.

18:08

You can easily customize and fine-tune

18:11

the existing conversion script using a simple interface

18:14

to create source-to-target badge conversion rule.

18:18

The Scene Converter's capabilities

18:20

can be extended at any time using new script from Autodesk

18:25

and the user community.

18:27

The script-based converters can be

18:29

fine-tuned to meet your individual requirement.

18:33

Since we will be using Arnold as a renderer

18:37

to render this model, we have to convert those existing

18:41

materials from architectural material to physical material.

18:45

For that, we need to go to Rendering.

18:49

And in Rendering, we will be taking

18:51

advantage of Scene Converter.

18:55

This is a very good tool to convert all your existing

18:58

material to the physical-based material.

19:01

So in current presets, you can choose any of the renderers

19:06

that you wish to render and convert

19:09

your corresponding material.

19:10

So for my case, we are going to choose Arnold.

19:14

And once it is chosen, we can check the material setting.

19:19

As it says, mental ray arc and the design

19:22

to physical material, Autodesk Material to Physical Material--

19:27

then Missing Material to the Physical Material.

19:29

So all the existing material will

19:31

be converted to the physical material, which

19:34

will be rendered in Arnold.

19:37

So with this selected, I'll just hit Convert Scene.

19:43

And it started converting it.

19:45

As you can see, it has converted 176 materials.

19:50

And also, our existing camera also

19:53

will be changed to the physical camera.

19:57

Now, in overall workflow, we are currently

20:00

on lighting and staging.

20:03

So let's jump into the lighting and staging part of 3ds Max.

20:09

Although the photometric lights work very well

20:12

with Arnold Renderer, the 3ds Max

20:15

provides you with Arnold lighting

20:17

that are specifically meant to be used with this renderer.

20:21

It has a parameter that is geared towards the rendering

20:25

using the Arnold.

20:27

To access the Lighting menu, we need

20:29

to come to the Create Panel, choose the Light,

20:32

and from dropdown, we choose Arnold Lighting.

20:38

Once we have chosen, we can click on the Arnold Light

20:42

and select the specific type of the light

20:45

that we are going to use for our scene.

20:48

So as a type, we have a Point, Distance, Sport, Quad, Skydome.

20:53

So for our scene, we are going to use Skydome.

20:57

So we select the Skydome and click anywhere in our scene.

21:01

As you can see, our light has been added to our scene.

21:07

Now, using the MAXtoA plugin that

21:11

is being used in 3ds Max for Arnold Renderer,

21:15

it provides some automatic, optimized, and image-based

21:18

lighting from environment.

21:20

So we can use HDRI Image to map inside the light

21:26

we added to our scene to light up the entire scene properly.

21:32

So there are two things.

21:33

One is Mode and another one is the Physical-Based.

21:37

This Physical-Based mode sets the scene up

21:40

in an optional way for a standard usage scenario.

21:44

The scene environment is used to provide

21:46

illumination and the reflection to the scene.

21:49

And the background color map provides a black plate

21:53

to the camera.

21:54

In this mode, Arnold automatically

21:57

places a hidden geometry that is called a Skydome in the scene

22:01

to provide an improved and the faster IBL rendering.

22:05

In Advanced mode, we can enable full customization

22:09

for the behavior of both the environment and background.

22:13

In this mode, you have accessed the parameters

22:16

of the automatically created Skydome

22:19

and can adjust or even disable the features.

22:23

It still uses the environment map defined in the Environment

22:27

Effects dialog box.

22:29

In Advanced mode, if the background

22:31

is set to the scene environment, you

22:33

can control how the background is

22:35

visible to the camera and other scene elements.

22:39

As you can see, we have applied an HDRI bitmap over here

22:44

to light up our scene using the Skydome and image-based

22:49

lighting.

22:51

Now, overall workflow-- we are in Arnold Renderer stage.

22:55

We are going to set our scene with the Arnold plugin.

22:59

And then we will go for Arnold Renderer.

23:02

So let's start with the Arnold Renderer.

23:05

So a quick introduction about Arnold--

23:08

Arnold is an advanced brute-force Monte Carlo

23:11

ray tracing renderer built for the demand

23:14

of feature-length animation and the visual effects movies.

23:18

This is also a high-quality rendering engine.

23:21

In 3ds Max, realistic rendering is easier than ever

23:26

with the brute-force Monte Carlo ray tracer.

23:29

The physically based rendering in Arnold

23:32

accurately simulates light in real world,

23:35

but also allows you to break physical laws

23:38

to achieve artistic style.

23:41

MAXtoA-- this is the name of the plugin

23:43

which allows you to use the Arnold Renderer directly

23:47

in 3ds Max.

23:49

So before we get started and fire our scene with the Arnold

23:54

Renderer, we need to set up the Arnold renderer for our scene.

23:59

To choose Arnold Renderer, we need

24:01

to go to the Renderer Setup and choose Arnold

24:04

as a production, as well as Active Shade.

24:08

The Active Shade helps us to see the render image interactively.

24:12

So whenever there are any changes in the scene,

24:15

that will be reflected in Active Shade mode.

24:19

Rendering can also take place on multiple systems

24:22

by using Network Renderer.

24:25

The Renderer Setup dialog box has multiple panels.

24:28

As you can see here, we have a common Arnold renderer system

24:32

with these diagnostics.

24:34

The number and the name of the panel

24:36

can change depending on the active renderer.

24:40

These panels are always present.

24:42

So common panel, as you can see, contains the general controls

24:46

for rendering, such as whether to render

24:48

a still image or an animation, setting the resolution

24:52

of rendered output, and so on.

24:55

Renderer Panel contains the main controls

24:58

for the active renderer.

24:60

A quick tip is each renderer has different and unique

25:03

capabilities.

25:04

Based on this, you need to decide

25:07

which renderer you want to use for such scenes.

25:10

But for this purpose, we are going to use Arnold Renderer.

25:14

In this video, we will see how to load Arnold as a renderer

25:19

and also apply an HDRI environment map to the light

25:24

and hit our first render.

25:26

So to load Arnold as a renderer, we go on Renderer Setup.

25:34

As you can see, Target Active Shade Mode, Renderer ART

25:38

Renderer.

25:40

So we need to scroll down and go to the Assigned Renderer.

25:45

Under the Assigned Renderer, under Production,

25:48

we will choose Arnold as a renderer.

25:51

Also, Active Shade-- we need to activate the Active Shade

25:55

Arnold Renderer so that we can interactively

25:58

check our renderer image.

26:01

All done.

26:03

Now, with this, we are going to hit our fast render

26:07

and see how your image looks like.

26:11

So in the dropdown menu, we select the Active Shade mode

26:15

and wait for the render to happen.

26:19

So this is the render.

26:21

It is still in progress.

26:24

As you can see, it is slowly rendering.

26:29

Now, we select the light.

26:34

Under Modify panel, when Arnold Light is selected,

26:38

we scroll down.

26:41

And in Texture, we map an HDRI image.

26:46

To map the HDRI image, we select the bitmap.

26:55

And then we choose one HDRI image.

26:60

As you can see, the je_gray_park_4k.exr--

27:04

we select this.

27:06

And we try to map this as an environment.

27:09

Click OK.

27:11

As you can see, the minute it has been applied,

27:14

it started getting updated.

27:17

Now, we go to Rendering Under Rendering, Material Editor,

27:22

Slate Material Editor--

27:25

in Slate Material Editor, we drag this map here

27:33

as an instance and choose--

27:37

as a coordinate, we choose Environment.

27:42

And we choose as a mapping Spherical.

27:49

It will cast the ray from the HDRI image

27:52

from all directions as a spherical direction.

27:55

As you can see, this has started getting rendered.

28:00

It will take some time.

28:03

We can zoom a little bit to see more in detail.

28:08

So we are in an Active Shade mode.

28:10

We can take it.

28:11

This is a draft view of your render.

28:15

Once we go to the Render Setup and Target Mode,

28:21

we choose the target mode as a production rendering mode.

28:24

And hit the Render.

28:26

It will give us a much more detailed render image.

28:30

So it is still rendering and that's how the render happens

28:34

in Arnold.

28:37

Now, on overall workflow, we are on the last stage of reviewing

28:42

Arnold best practices.

28:45

So let's start with the best practice-- not much.

28:49

We will just cover the different denoisers

28:51

that you can use to enhance your render.

28:54

So the Optix Denoiser is actually

28:58

based on the Nvidia artificial intelligence technology.

29:01

It is available as a post-processing effect.

29:04

This imager also exposes additional controls

29:08

for clamping and blending the result.

29:11

Denoiser is actually meant to be used during the IPR

29:16

so that you get a very quickly denoised image as you

29:20

are moving the camera and making the other adjustments.

29:23

Also, the Arnold Denoiser can be run from dedicated UI exposed

29:29

in the Denoiser tab and is suitable for when

29:32

you want to create a high-quality final render.

29:35

It is also available as a standalone program.

29:39

Now, let's see helpful resources.

29:43

The most important resource is Customer Success Hub.

29:46

In this hub, you would probably find this recording

29:49

of this accelerator, as well.

29:51

Customer Success Hub enables you to unlock

29:54

the potential of technology and data

29:57

by providing you hundreds of videos and technical articles.

30:01

Hope you enjoy this video.

Video transcript

00:00

[MUSIC PLAYING]

00:03

RAJARSHI RAY: Hello, everyone.

00:05

In this accelerator, we will go through the process

00:07

of visualizing Inventor CAD data in 3ds Max using

00:12

Arnold as a renderer.

00:14

Before we get started, here is a safe harbor statement

00:18

for your reference.

00:27

About me-- myself is Rajarshi Ray.

00:29

I've been working with Autodesk as a senior technical account

00:33

specialist.

00:34

I am a subject matter expert in many products,

00:37

which include Maya, 3ds Max Motion Builder, and Mudbox.

00:41

Prior to Autodesk, I was working as a computer graphics

00:45

engineer and technical artist for various animation studios.

00:50

So what is an Autodesk Accelerator?

00:53

So Autodesk Accelerators are designed

00:55

to help your team stay ahead of the curve with the latest

00:59

workflow.

01:00

They include courses, videos, and live coaching, which

01:05

is what we are doing today.

01:07

You can see a full list of topics on the Customer Success

01:11

Hub.

01:13

So what are the learning objectives of this accelerator?

01:17

First, we are going to have a look on the Inventor side,

01:20

where we will prepare our CAD data inside the Inventor.

01:23

And we will also look into the

01:27

to be involved before we bring the Inventor

01:30

file inside the 3ds Max.

01:32

Then we will import the CAD data inside the 3ds Max.

01:35

We'll look into the material side,

01:37

whether we need to use the material converter or not.

01:41

Then we'll look into the light and the staging

01:43

part of Inventor data inside the 3ds Max.

01:46

And then we'll finally render it out using the Arnold.

01:50

Also, we are going to look into the best practices involved

01:53

using the Arnold renderer.

01:56

So overall workflow is preparing your model inside the Inventor.

02:02

Then prepare 3ds Max before importing.

02:06

And then once we bring the Inventor

02:08

file inside the 3ds Max, we will apply the material.

02:11

We will use Material Converter if it is needed.

02:16

We'll do the part of the lighting and staging.

02:19

And then we will start with the Arnold renderer.

02:23

Now, let's start with model preparation

02:25

inside the Inventor.

02:27

All physical materials applied to a model,

02:30

including the default material, have an appearance

02:33

associated with them.

02:35

These appearances can be edited or changed any time

02:39

that you like.

02:40

And it's not only possible to change

02:42

the appearance of a component.

02:44

You can also change the appearance

02:47

of an individual face.

02:50

By selecting a component or the face of a component,

02:54

you can use the pull-down in the Quick Access toolbar

02:58

to change which appearance is being applied to the selected

03:02

entity.

03:03

Inventor comes with three standard libraries

03:06

of appearance built in, the Autodesk Appearance

03:09

Library, Autodesk Material Library,

03:12

and Inventor Material Library.

03:15

If you make modifications to an appearance override

03:19

in the model, that modified appearance

03:21

will also be stored in the model.

03:25

So the Appearance Editor will take you

03:27

to a list of all the appearance overrides currently

03:31

or previously used in the model.

03:34

Below that will be a list of the appearances

03:37

included in the active library.

03:40

Selecting one of these appearance overrides

03:43

and choosing Edit will give you ability

03:46

to modify individual elements of their appearance.

03:50

The options that are available for edit

03:53

are based on the type of material that was selected.

03:56

Types of metals offer different options

03:59

than plastic, glasses, or wood.

04:02

A shortcut pull-down can be found

04:05

in the lower part of the editing dialog that

04:08

will allow you to change which class of material

04:11

you are working with or duplicate the selected material

04:15

as a template for a new one.

04:18

Now, let's start preparing our 3ds Max before we

04:22

import Inventor files into it.

04:25

Let's start choosing the correct workspace.

04:29

The workspace features lets you switch

04:31

really quick among any number of different interface setups.

04:35

It can restore custom arrangement

04:38

of toolbars, menus, viewport, layout, preset, and so on.

04:44

So we will choose a design workspace for our job.

04:49

All we need to do is we need to go to the Workspace Selector.

04:53

And in Workspace dropdown list, we

04:56

can choose the Design Workspace.

04:59

We are going to show it in our next slide.

05:03

Once the 3ds Max is started, it will

05:06

load with default workspace.

05:08

To access the workspace, you go on the right top-hand corner

05:13

and click on this bar here and choose Design Standard.

05:21

Once the Design Standard Workspace is loaded,

05:25

you will see all the relevant tools in the menu.

05:29

Now, let's look into the system unit setup.

05:38

All dimensions are displayed in the new unit.

05:41

Essentially, you are using a new measuring stick.

05:45

No object is change in this process,

05:48

as in the physical world, objects in the scene

05:51

maintain their absolute size, regardless

05:54

of how you measured them.

05:56

It is extremely important to manage

05:58

the unit system in the 3ds Max before importing an Inventor

06:02

file.

06:03

If Inventor data is made in metric--

06:07

also US standard unit system--

06:10

we need to choose a similar unit system inside the 3ds Max.

06:16

Changing system unit value before you import or create

06:20

geometry is always advisable.

06:23

Do not change the system unit in an existing scene.

06:26

Because of the nature of digital floating point calculation,

06:30

distances that are extremely large or extremely small

06:34

can cause a round-off error.

06:36

Here are some guidelines that I would

06:38

like to mention to avoid this problem.

06:41

Make sure your scene is roughly centered around the origin.

06:44

That is 0, 0, 0.

06:47

Round-off corner increases at larger distances

06:50

from the origin.

06:52

Make sure no significant detail in the scene

06:55

is smaller than one generic 3ds Max unit.

06:60

It is extremely important to change the system unit

07:03

before you import your Inventor CAD model.

07:07

To change the system unit, all you need to do

07:10

is go to the Customize.

07:12

Click on the Unit Setup.

07:15

And in Display Unit Scale, all you need to find out

07:19

is what is the system unit or the display unit being

07:23

used in your Inventor file.

07:25

So you should choose either metric or the US standard.

07:30

So once you have chosen the metric system or the US

07:33

standard, you need to go to the system unit setup

07:38

and then calculate what should be the system unit scale.

07:42

Is it one unit, one centimeter?

07:44

Or is it one unit in one meter?

07:50

So accordingly to your choice, you

07:53

should choose the system unit.

07:55

Once it is done, you click OK and then OK.

07:60

I choose a metric.

08:01

And here, I'll choose one unit is one meter.

08:05

So that means that one in grid line is the one meter.

08:09

So that's all calculation purposes.

08:12

Click OK, then another OK.

08:15

You're all set now.

08:17

Let's look at setting up the project folder.

08:20

So the first time you start 3ds Max, the default project folder

08:24

is your local 3ds Max folder.

08:27

The path for this might depend on the operating

08:30

system you're using.

08:32

You can use Set Active Project to specify

08:35

a different location.

08:37

When you set the project folder, 3ds Max automatically

08:41

creates a series of folder within it,

08:44

such as "scene," "render out," and so on.

08:48

Saving or running a file from the browser

08:51

uses this location by default. So using a consistent project

08:56

folder structure among the team members

08:58

is a good practice for both organization

09:00

and sharing the file.

09:02

When you set the project folder, 3ds Max

09:05

might display a warning that some files are not valid.

09:10

If that scene you are working on belongs to the project

09:13

that you have chosen, it is safe to disregard this warning.

09:17

Let's go ahead and check how the project folder

09:21

structure is organized and how you can do that.

09:25

It is extremely important to create your project folder

09:28

before you start working with the 3ds Max.

09:31

So to create your project folder,

09:33

we need to go to the File, Project.

09:37

Create a Default Project.

09:39

So let's click here.

09:43

I'm going to go to my C Folder, C Drive.

09:47

In the C Drive, I have a folder, 3ds Max Project.

09:50

I choose this and create Select Folder.

09:54

Once I have done, all the project

09:56

will be saved inside that project folder.

09:59

And all the corresponding folder structure

10:02

will be created inside this project folder.

10:05

So just to check it, I am opening my browser.

10:11

And if I go to my project folder, as you can see,

10:14

I have created my project folder here.

10:16

All the corresponding required project

10:18

folder has been created inside this project folder.

10:24

So on overall workflow, we have just

10:27

finished preparing our

10:30

Inventor files.

10:31

Now, we will go to 3ds Max to import Inventor file inside

10:35

of it.

10:36

So importing Inventor data into 3ds Max--

10:41

you can import Inventor file as a body object.

10:45

This allows geometry in the SCIS solid format

10:49

to remain in that format while in 3ds Max.

10:52

To output this format, use the SAT Exporter.

10:57

The components of model that you import into 3ds Max

11:01

retain their object naming as assigned in Autodesk Inventor

11:05

and can be brought in either as editable mesh or body object.

11:11

Once imported, we can edit the model

11:14

just as we do on any other type of object we construct.

11:19

So you can apply modifier, alter materials,

11:22

add lighting and cameras, and create an image, and so on.

11:28

Constraint and joint drive and emission inputs to 3ds Max

11:32

are baked key frames.

11:34

You can create high-quality mechanical design animation

11:38

and view it in 3ds Max without having to use 3ds Max

11:42

ICA and the rigging features.

11:45

So there are a few limitations which I'm going to cover here.

11:49

So camera animation paths are not converted in 3ds Max.

11:54

So any animation you have set up in Inventory

11:56

is lost during the import.

11:58

Lighting from the brightness and the ambient setting created

12:02

in the Inventor files are not imported.

12:04

So you have to do it inside the 3ds Max.

12:07

Dragging and the dropping an Inventor file into 3ds Max

12:10

uses the setting last set in the Inventor.

12:14

So File Import dialog with the except for Mesh Resolution,

12:18

which always resets to zero.

12:21

Material side and material assignments

12:24

made to the original Inventor models

12:26

and data retained as you import the geometry

12:30

inside the 3ds Max, materials are imported

12:33

as an architectural material.

12:35

Or if a single object has several materials assigned

12:38

to it, they are imported as a multi/sub-object material.

12:43

To import .ipt and .iam file, you need to go to File, Import,

12:53

and choose the format of Inventor.

12:56

As you can see, Autodesk Inventor .ipt and .iam file--

13:02

and I'm going to choose the DIFF ASSEMBLY.

13:08

And once you click the DIFF ASSEMBLY and check it open,

13:14

the Autodesk Inventor file import option will open.

13:18

And you can import it as a body object

13:21

or you can use it as a mesh.

13:23

So all the body objects, the way it is prepared in the Inventor,

13:29

it will come inside the 3ds Max as it is.

13:32

You can edit the material.

13:34

You can create animation.

13:35

You can add light and cameras.

13:38

And the mesh, it will convert the entire body object

13:41

to the mesh.

13:43

So usually, we choose Body Object.

13:48

And then the default setting-- reference duplicate parts

13:51

to create layer by material.

13:53

And all the layers will be created by the material.

13:57

And if you already have a scene and you

14:01

want to import and merge the model inside the current scene,

14:04

you can choose it.

14:06

And this is very important.

14:08

Import the Inventor material.

14:10

Whatever material has been applied in the Inventor,

14:14

that will be imported inside the 3ds Max, as well.

14:18

And once you choose the mesh, you

14:21

can choose the mesh resolution over here.

14:26

Keeping everything as a default, we're going to hit OK.

14:31

And the import process will start.

14:35

Our model has been imported.

14:37

Once I select this and enlarge the perspective camera,

14:42

you can toggle and see the different parts of this model

14:47

that has been imported.

14:49

And we can go to Tools, Scene Explorer.

14:55

And all the naming convention that is given in the Inventor

14:58

has been preserved here.

15:01

We can enlarge it.

15:02

And you can see the different part of the model

15:04

has been imported.

15:07

Now, in overall workflow model, we

15:10

are going to see the material part in 3ds Max.

15:15

So let's start applying material in 3ds Max.

15:19

Material creates a greater realism in a scene.

15:22

And material describes how an object reflects or transmits

15:27

light.

15:28

Material properties work in hand with light properties,

15:32

shadings, and rendering combining the two,

15:35

simulating how the object would look in a real-world setting.

15:40

The Material Editor provides function

15:42

to create and edit material and map.

15:45

For this case, we use a Slate Material Editor,

15:50

as it is more versatile.

15:53

Once the object is imported, we are

15:55

going to check the material of the imported model.

15:60

So material and material assignment

16:02

made to the original Inventor model and data

16:05

are retained and imported along with the geometry.

16:08

And material are imported as an architectural material.

16:13

Or if a single object has several materials assigned

16:17

to it, they are imported as a multi and sub-object material.

16:21

To see the material, we need to go to the Rendering

16:26

and open the Material Editor.

16:30

We can choose either Compact Material Editor

16:33

or Slate Material Editor.

16:35

So I'm going to choose Slate Material Editor.

16:39

So the Slate Material Editor--

16:42

once you are here, you have to come under the Scene Material.

16:46

So the Scene Material will list all the incoming

16:50

or all the scene material that is already

16:53

present in the scene.

16:56

So I can currently see that aluminum, polished,

17:01

aluminum polished, and the brass satin chrome,

17:06

these are assigned to this model.

17:12

Any time I need more information for those materials,

17:15

I can double-click and zoom in to the Slate Material

17:20

and see those material in detail with all the attributes.

17:25

If I need to change any color or any material

17:29

properties of this model, I need to change it here.

17:34

So now, in overall workflow diagram,

17:37

we will be reviewing the Material Converter.

17:42

Scene Converter allows you to take advantage

17:45

of numerous presets for different renderers,

17:48

such as Arnold or first cloud renderers

17:52

like A360 without tedious manual conversion requirements.

17:57

It is also ideal for users migrating scenes

18:00

to use in real-time gain engine, like 3ds Max

18:05

Interactive, Unity, Unreal.

18:08

You can easily customize and fine-tune

18:11

the existing conversion script using a simple interface

18:14

to create source-to-target badge conversion rule.

18:18

The Scene Converter's capabilities

18:20

can be extended at any time using new script from Autodesk

18:25

and the user community.

18:27

The script-based converters can be

18:29

fine-tuned to meet your individual requirement.

18:33

Since we will be using Arnold as a renderer

18:37

to render this model, we have to convert those existing

18:41

materials from architectural material to physical material.

18:45

For that, we need to go to Rendering.

18:49

And in Rendering, we will be taking

18:51

advantage of Scene Converter.

18:55

This is a very good tool to convert all your existing

18:58

material to the physical-based material.

19:01

So in current presets, you can choose any of the renderers

19:06

that you wish to render and convert

19:09

your corresponding material.

19:10

So for my case, we are going to choose Arnold.

19:14

And once it is chosen, we can check the material setting.

19:19

As it says, mental ray arc and the design

19:22

to physical material, Autodesk Material to Physical Material--

19:27

then Missing Material to the Physical Material.

19:29

So all the existing material will

19:31

be converted to the physical material, which

19:34

will be rendered in Arnold.

19:37

So with this selected, I'll just hit Convert Scene.

19:43

And it started converting it.

19:45

As you can see, it has converted 176 materials.

19:50

And also, our existing camera also

19:53

will be changed to the physical camera.

19:57

Now, in overall workflow, we are currently

20:00

on lighting and staging.

20:03

So let's jump into the lighting and staging part of 3ds Max.

20:09

Although the photometric lights work very well

20:12

with Arnold Renderer, the 3ds Max

20:15

provides you with Arnold lighting

20:17

that are specifically meant to be used with this renderer.

20:21

It has a parameter that is geared towards the rendering

20:25

using the Arnold.

20:27

To access the Lighting menu, we need

20:29

to come to the Create Panel, choose the Light,

20:32

and from dropdown, we choose Arnold Lighting.

20:38

Once we have chosen, we can click on the Arnold Light

20:42

and select the specific type of the light

20:45

that we are going to use for our scene.

20:48

So as a type, we have a Point, Distance, Sport, Quad, Skydome.

20:53

So for our scene, we are going to use Skydome.

20:57

So we select the Skydome and click anywhere in our scene.

21:01

As you can see, our light has been added to our scene.

21:07

Now, using the MAXtoA plugin that

21:11

is being used in 3ds Max for Arnold Renderer,

21:15

it provides some automatic, optimized, and image-based

21:18

lighting from environment.

21:20

So we can use HDRI Image to map inside the light

21:26

we added to our scene to light up the entire scene properly.

21:32

So there are two things.

21:33

One is Mode and another one is the Physical-Based.

21:37

This Physical-Based mode sets the scene up

21:40

in an optional way for a standard usage scenario.

21:44

The scene environment is used to provide

21:46

illumination and the reflection to the scene.

21:49

And the background color map provides a black plate

21:53

to the camera.

21:54

In this mode, Arnold automatically

21:57

places a hidden geometry that is called a Skydome in the scene

22:01

to provide an improved and the faster IBL rendering.

22:05

In Advanced mode, we can enable full customization

22:09

for the behavior of both the environment and background.

22:13

In this mode, you have accessed the parameters

22:16

of the automatically created Skydome

22:19

and can adjust or even disable the features.

22:23

It still uses the environment map defined in the Environment

22:27

Effects dialog box.

22:29

In Advanced mode, if the background

22:31

is set to the scene environment, you

22:33

can control how the background is

22:35

visible to the camera and other scene elements.

22:39

As you can see, we have applied an HDRI bitmap over here

22:44

to light up our scene using the Skydome and image-based

22:49

lighting.

22:51

Now, overall workflow-- we are in Arnold Renderer stage.

22:55

We are going to set our scene with the Arnold plugin.

22:59

And then we will go for Arnold Renderer.

23:02

So let's start with the Arnold Renderer.

23:05

So a quick introduction about Arnold--

23:08

Arnold is an advanced brute-force Monte Carlo

23:11

ray tracing renderer built for the demand

23:14

of feature-length animation and the visual effects movies.

23:18

This is also a high-quality rendering engine.

23:21

In 3ds Max, realistic rendering is easier than ever

23:26

with the brute-force Monte Carlo ray tracer.

23:29

The physically based rendering in Arnold

23:32

accurately simulates light in real world,

23:35

but also allows you to break physical laws

23:38

to achieve artistic style.

23:41

MAXtoA-- this is the name of the plugin

23:43

which allows you to use the Arnold Renderer directly

23:47

in 3ds Max.

23:49

So before we get started and fire our scene with the Arnold

23:54

Renderer, we need to set up the Arnold renderer for our scene.

23:59

To choose Arnold Renderer, we need

24:01

to go to the Renderer Setup and choose Arnold

24:04

as a production, as well as Active Shade.

24:08

The Active Shade helps us to see the render image interactively.

24:12

So whenever there are any changes in the scene,

24:15

that will be reflected in Active Shade mode.

24:19

Rendering can also take place on multiple systems

24:22

by using Network Renderer.

24:25

The Renderer Setup dialog box has multiple panels.

24:28

As you can see here, we have a common Arnold renderer system

24:32

with these diagnostics.

24:34

The number and the name of the panel

24:36

can change depending on the active renderer.

24:40

These panels are always present.

24:42

So common panel, as you can see, contains the general controls

24:46

for rendering, such as whether to render

24:48

a still image or an animation, setting the resolution

24:52

of rendered output, and so on.

24:55

Renderer Panel contains the main controls

24:58

for the active renderer.

24:60

A quick tip is each renderer has different and unique

25:03

capabilities.

25:04

Based on this, you need to decide

25:07

which renderer you want to use for such scenes.

25:10

But for this purpose, we are going to use Arnold Renderer.

25:14

In this video, we will see how to load Arnold as a renderer

25:19

and also apply an HDRI environment map to the light

25:24

and hit our first render.

25:26

So to load Arnold as a renderer, we go on Renderer Setup.

25:34

As you can see, Target Active Shade Mode, Renderer ART

25:38

Renderer.

25:40

So we need to scroll down and go to the Assigned Renderer.

25:45

Under the Assigned Renderer, under Production,

25:48

we will choose Arnold as a renderer.

25:51

Also, Active Shade-- we need to activate the Active Shade

25:55

Arnold Renderer so that we can interactively

25:58

check our renderer image.

26:01

All done.

26:03

Now, with this, we are going to hit our fast render

26:07

and see how your image looks like.

26:11

So in the dropdown menu, we select the Active Shade mode

26:15

and wait for the render to happen.

26:19

So this is the render.

26:21

It is still in progress.

26:24

As you can see, it is slowly rendering.

26:29

Now, we select the light.

26:34

Under Modify panel, when Arnold Light is selected,

26:38

we scroll down.

26:41

And in Texture, we map an HDRI image.

26:46

To map the HDRI image, we select the bitmap.

26:55

And then we choose one HDRI image.

26:60

As you can see, the je_gray_park_4k.exr--

27:04

we select this.

27:06

And we try to map this as an environment.

27:09

Click OK.

27:11

As you can see, the minute it has been applied,

27:14

it started getting updated.

27:17

Now, we go to Rendering Under Rendering, Material Editor,

27:22

Slate Material Editor--

27:25

in Slate Material Editor, we drag this map here

27:33

as an instance and choose--

27:37

as a coordinate, we choose Environment.

27:42

And we choose as a mapping Spherical.

27:49

It will cast the ray from the HDRI image

27:52

from all directions as a spherical direction.

27:55

As you can see, this has started getting rendered.

28:00

It will take some time.

28:03

We can zoom a little bit to see more in detail.

28:08

So we are in an Active Shade mode.

28:10

We can take it.

28:11

This is a draft view of your render.

28:15

Once we go to the Render Setup and Target Mode,

28:21

we choose the target mode as a production rendering mode.

28:24

And hit the Render.

28:26

It will give us a much more detailed render image.

28:30

So it is still rendering and that's how the render happens

28:34

in Arnold.

28:37

Now, on overall workflow, we are on the last stage of reviewing

28:42

Arnold best practices.

28:45

So let's start with the best practice-- not much.

28:49

We will just cover the different denoisers

28:51

that you can use to enhance your render.

28:54

So the Optix Denoiser is actually

28:58

based on the Nvidia artificial intelligence technology.

29:01

It is available as a post-processing effect.

29:04

This imager also exposes additional controls

29:08

for clamping and blending the result.

29:11

Denoiser is actually meant to be used during the IPR

29:16

so that you get a very quickly denoised image as you

29:20

are moving the camera and making the other adjustments.

29:23

Also, the Arnold Denoiser can be run from dedicated UI exposed

29:29

in the Denoiser tab and is suitable for when

29:32

you want to create a high-quality final render.

29:35

It is also available as a standalone program.

29:39

Now, let's see helpful resources.

29:43

The most important resource is Customer Success Hub.

29:46

In this hub, you would probably find this recording

29:49

of this accelerator, as well.

29:51

Customer Success Hub enables you to unlock

29:54

the potential of technology and data

29:57

by providing you hundreds of videos and technical articles.

30:01

Hope you enjoy this video.

  • Preparing a model in Inventor before exporting to 3ds Max
  • Editing materials and lighting in 3ds Max
  • Creating realistic renders
Was this information helpful?